Coverage Report

Created: 2018-09-25 14:53

/work/obj-fuzz/dist/include/DecomposeIntoNoRepeatTriangles.h
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/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/* vim: set ts=8 sts=4 et sw=4 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#ifndef DecomposeIntoNoRepeatTriangles_h_
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#define DecomposeIntoNoRepeatTriangles_h_
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#include "GLTypes.h"
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#include "nsRect.h"
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#include "nsTArray.h"
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namespace mozilla {
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namespace gl {
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/** Helper for DecomposeIntoNoRepeatTriangles
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  */
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class RectTriangles {
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public:
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    typedef struct { GLfloat x,y; } coord;
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    // Always pass texture coordinates upright. If you want to flip the
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    // texture coordinates emitted to the tex_coords array, set flip_y to
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    // true.
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    void addRect(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1,
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                 GLfloat tx0, GLfloat ty0, GLfloat tx1, GLfloat ty1,
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                 bool flip_y = false);
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    /**
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      * these return a float pointer to the start of each array respectively.
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      * Use it for glVertexAttribPointer calls.
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      * We can return nullptr if we choose to use Vertex Buffer Objects here.
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      */
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    InfallibleTArray<coord>& vertCoords() {
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        return mVertexCoords;
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    }
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    InfallibleTArray<coord>& texCoords() {
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        return mTexCoords;
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    }
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    unsigned int elements() {
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        return mVertexCoords.Length();
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    }
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private:
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    // Reserve inline storage for one quad (2 triangles, 3 coords).
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    AutoTArray<coord, 6> mVertexCoords;
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    AutoTArray<coord, 6> mTexCoords;
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    static void
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    AppendRectToCoordArray(InfallibleTArray<coord>& array, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1);
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};
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/**
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  * Decompose drawing the possibly-wrapped aTexCoordRect rectangle
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  * of a texture of aTexSize into one or more rectangles (represented
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  * as 2 triangles) and associated tex coordinates, such that
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  * we don't have to use the REPEAT wrap mode. If aFlipY is true, the
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  * texture coordinates will be specified vertically flipped.
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  *
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  * The resulting triangle vertex coordinates will be in the space of
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  * (0.0, 0.0) to (1.0, 1.0) -- transform the coordinates appropriately
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  * if you need a different space.
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  *
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  * The resulting vertex coordinates should be drawn using GL_TRIANGLES,
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  * and rects.numRects * 3 * 6
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  */
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void DecomposeIntoNoRepeatTriangles(const gfx::IntRect& aTexCoordRect,
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                                    const gfx::IntSize& aTexSize,
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                                    RectTriangles& aRects,
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                                    bool aFlipY = false);
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} // namespace gl
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} // namespace mozilla
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#endif // DecomposeIntoNoRepeatTriangles_h_